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Messages - Bier

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1
Thx for the answer :)
I dont unterstand how All in can help with craftig. It reduces Intelligence by 3 so all crafting skills are lowered?
Am i missing something?
All In increased intelligence in previous version of the game. This is no longer is the case and hypercerebrix is the only way of increasing INT now.

Ty for the fast answer.
So the numbers for the crafting skills in the originel build should be the right ones, right?
https://underrail.info/build/?HgMOBwMJAwfCoMKgAAAAAFBQMjwyVWRLN1oAAABGAABVKxcZHVkqW1EBw5LChVMnMUvCtcKkM-KgigXio7oC4qi7A-K9hAXfvw

2
Thx for the answer :)

This build is fantastic and I really like it!

I moved to this build from laser pistols build (because Critical Power was nerfed and energy damage vs some type of enemies (Nagas)  is meh).

I was dissapointed by Fatal Throw and Interloper (Interloper IMHO is kinda useless and Fatal Throw was not reliable for me). I decided to drop them and took Grenadier and Three Pointer instead. Silenced Rapid 5mm Neo-Luger pistol is a fantastic secondary weapons in some situations, I recommend to craft it too.

Also I decided to use Infused Pig Striders (-90 to stealth, + speed, +30 carry weight, ) instead of ninja Tabi Boots, so I need to max out stealth to overcome this (not a problem, because of 7 AGI + Black Padded Infused Rathound Armor we will have high stealth anyway).

Why I think that this build is soo good and versalite? Let's see:
We have 7 AGI (We can use cave hopper armor, boots and hopper stake to temporary boost it to 10, or even more if we use All In. We can pass AGI checks, we can use infused pig striders and still be stealthy.
We have 14 dex, so we have high lockpicking and other DEX based skills
We will have 11 PER to spot all secrets
We have 7 intelligence, we can craft with no problems, we have high bonus to mercantile too.

About Min Maxing and Metagaming - If you want, you can use hypercerebrix + All In (to get +5 INT) + Craft Benches, and you can save up some points for crafting skills. I recommend these numbers (hard points, not the effective skill level! For 160 quality components):

Mechanics - 74 (Hypercerebrix + All In + Craft Benches to craft striders and pistols)
Electronics - 87 (Hypercerebrix + All In + Craft Benches to craft Dual Low Efficient energy shield emitter, cloaking device and seeker googles. Hypercerebrix + Craft Benches will be enought to craft MK3 plasma grenades and mines.
Chemistry - 66 (Hypercerebrix + Craft Benches to get 112 effective skill for MKV Greandes)
Biology - 43 (To craft Hypercerebrix with Craft Benches Bonus, Hypercerebrix + Craft Benches to craft bullhead drug)
Tailoring - 80 (Hypercerebrix + All In + Craft Benches to craft Infused Rathound Armor (padded and black cloathed with 160 quality parts) and Infused Pig striders.

You can optimize these numbers even more because of new belts (15 to one crafting skills). So, you end up with some free points even if you decide to max out stealth. You can max out Temporal Manipulation to reduce the chance to be debuffed from haste.
 
Also, you can lower Lockpicking and Hacking skills too to get even more free points. You can drop pickpocket too (fun skill but useless in combat)

I dont unterstand how All in can help with craftig. It reduces Intelligence by 3 so all crafting skills are lowered?
Am i missing something?

3
Hey guys,
600 hours in the Game but dindt play for some years.
A lot of things just seem complete new to me :D

This build is working great so far!
Not like the pure psy i did last time before the nerf but maybe that was why it got nerved.

Just one question:
Best fraction with this build is Coretech, right?


4
General / Re: How to start quest involving Yngwar and the Ferryman's story?
« on: September 02, 2019, 09:53:00 pm »
Maybe thats it, i still dont know  :)

5
General / Re: How to start quest involving Yngwar and the Ferryman's story?
« on: September 01, 2019, 10:02:14 am »
I have also 100+ Intimidation and 6+2 INT.

I can talk to Yngwar with no problems but i dont get the sketch somehow.

I tried all dialogue options for 2 hours now but i dont get the sketch?
What can be wrong?

EDIT: Do i need to bring him the right food?

6
General / Re: Need help with Expedition music puzzle? Try my Decipher.
« on: August 31, 2019, 01:34:06 pm »
WOW this worked!

TY a lot!

I dont even wanna try understand why its this code  ::) 8) :D

I love this game but this challenge nearly killed me  :-X

7
General / Re: Need help with Expedition music puzzle? Try my Decipher.
« on: August 31, 2019, 01:21:47 pm »
Ok, i understand what u mean. Thx alot, really.

BUT, WTF i put the Encrypted song text also here: http://poligon.hekko24.pl/underrail/

But its not working, i cant open this door.
WOW im tilting soon  ::) :o

I put the 2. Screenshot:

8
General / Re: Need help with Expedition music puzzle? Try my Decipher.
« on: August 31, 2019, 12:08:43 pm »
Here are the keys:

I used this tool to decrypt:
http://poligon.hekko24.pl/underrail/

9
General / Re: Need help with Expedition music puzzle? Try my Decipher.
« on: August 31, 2019, 11:12:12 am »
I must be blind or a bit silly i guess  ::)

03630401730410343400434*
0363414304104434334
03601044443311110700441*7
0360100443113703300443

perfect fourth, minor third, major sixth

This comes out:

qevd j1sh wag n osvdh tsr? ??
vvhr u js clr wrpmvv?? ??????
cli q onvora jj bd6abmr
cli avxr jj wzavrk brvs ????


I cant get 2. and 4. number.
Anyone can help?

10
Expertise is indeed applied every bursthit, but I prefer critbuilds since the smart nerf, if you take focus stim and have high quality seeker goggles you should have a reasonable crit score.

You should max out Full Auto and Commando specialization, then probably Opportunist: Slow.

I thought something same about expertise. I wont take it then.

Thx for the suggestions about the specializations. Sounds very reasoned :)

11
I read the same guide about AR build some days ago because i also want to start an AR build (on hard).

I took destroyers executions and made a expansion version out of it:
http://underrail.info.tm/build/?HggDAwoNAwbCoFQAAAAAAFloAABxfk1ZbwAAAABgQkoBCCg7JjFiVRVJSmNFW8K1wqTfvw

With this u can hack and lootpick everything in normal game (except IRIS).
ALso u can pass all social skill checks in normal game.
And when i dindt mess up u should be able to craft nearly all possible items.
There are 91 skillpoints left. Maybe u could need them in expasion, i dindt play it yet. Otherwise u can go higher in throwing or put some points in stealth.

Theres one feat not used yet.
Im not sure if Expertise can be worth it. Would expertise be used on every bursthit? Then it could be maybe good.

Any comments on the build? Should it be changed more to changes in expansion i dindt realize yet?

12
Builds / Re: Unarmed/Boxing Gloves Build
« on: August 06, 2019, 08:56:22 am »
Any thoughts to my build? :)

13
Builds / Re: Unarmed/Boxing Gloves Build
« on: August 05, 2019, 04:08:48 pm »
I can understand that maybe unarmed could be better in expansion than using gloves.
Im level 21 now, so its too late for changing my build after i startet with 3 str :)

So i did this build for level 30:
http://underrail.info.tm/build/?HgMPBwoDAwUAMgDCoMKgwqBkUDIAMsKAewAqdwAAAAAAAABiJGMgFhMGEjxCMUsHwrNODCbinY0K4qe-Bd-_

As i mentioned im allready playing the golves build and im a very big fan of getting as much hits as possible. So i think theres no other way than going 17 dex.
In my opinion i would put 17 points into dex to be free with the food i take. For example theres a food giving 5% critchance, what would be really great for this high damage crit build.

With the new specialization u can get around 400% crit damage which is a great damage output.
I can get around 80% critchance, thats also great.
Thats why i would take all 15 specializationpoints into crit damage. Maybe the ratio between critical power and critical damage could be adapted for maximum value. I dindt do the math yet.

In my build there are remaining skillpoints.
I would be happy about some hints how to use them.

Also im not sure about the last 3 feats i did choose.
For more damageoutput i could take opportunist or blindsiding. No idea which one would work better. With so much hits maybe opportunist?
Deflection and escape artist are defensive. But they dont look "perfect" to me. Any other suggestions for feats?

Some general thoughts about the build?

14
Builds / Re: Unarmed/Boxing Gloves Build
« on: July 30, 2019, 01:04:16 pm »
Thx for your answers.

I even found out that theres "deflection" which should be better than Evasive Maneuvers.

When u can go to level 30 there could be some space for defensive skills maybe.

I am still not sure what to take after reaching Level 25.

15
Builds / Re: Unarmed/Boxing Gloves Build
« on: July 29, 2019, 12:09:46 pm »
Hey guys,

first of all thx for the great guides in can find here.

Actually im playing my 3. underrail-char.
Im using this build: DEX brawler - hack + lockpick version
http://underrail.info.tm/build/?GQMNBwoDAwcAMgDCh8KHwodbVDUAKm5qACRnAAAAAAAAYiRjMCAWEwcGEks8Ql0

I play on hard and build is working fine. Im level 12 now.
Compared to my last playthrough as pure psy it feels much harder, but i allready read about pure psy is the "easiest" build around :D

I got some questions:
Am i right that if i wont use skinner i dont have to put 7 points in INT and can spent points otherwise? I would take DEX?
Improved unarmed Combat does not work with gloves, right?
Could Evasive Maneuvers be also a choice to get cause it would synergy good with Fancy Footwork? Or is it always better to take offensive Feasts?

@Destroyer:
Maybe u can update this build to expasion? I allready did my thoughts on i would pick, but im not the born Buildmaker :)

Thx a lot for your help!

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